Exemplo n.º 1
0
    private void GenerateBuildings()
    {
        for (int x = 0; x < city.size.x; ++x)
        {
            for (int z = 0; z < city.size.z; ++z)
            {
                // smooth the information
                Block block  = city.blocks[x, z];
                int   radius = 5;
                block.richness = 0;
                for (int dx = 0; dx < radius; ++dx)
                {
                    for (int dz = 0; dz < radius; ++dz)
                    {
                        Vector3 cell = new Vector3(x, 0, z) + new Vector3(dx - radius / 2, 0, dz - radius / 2);
                        if (city.ValidCell(cell) && city.blocks[(int)(cell.x), (int)(cell.z)].region != null)
                        {
                            block.richness += city.blocks[(int)(cell.x), (int)(cell.z)].region.richness;
                        }
                    }
                }
                block.richness /= radius * radius;

                // BUILDING FACTORY
                if (enableBlockMerge && Random.value < blockMergeRatio && AvailableForMergeBlock(x, z))
                {
                    Building building = buildingactory.GetMegaBuilding(Random.Range(0.9f, 1.5f) * block.richness * 1.1f);
                    building.transform.parent           = block.transform;
                    building.LocalPosition              = new Vector3(0.5f, 0, 0.5f);
                    building.transform.localScale       = Vector3.one;
                    building.transform.localEulerAngles = new Vector3(0, -90 * Random.Range(-1, 2), 0);
                    building.gameObject.SetActive(true);
                    building.GeneratePaths();

                    block.superBlock = block;
                    city.blocks[x + 1, z].superBlock     = block;
                    city.blocks[x, z + 1].superBlock     = block;
                    city.blocks[x + 1, z + 1].superBlock = block;

                    block.building = building;
                    city.blocks[x + 1, z].building     = building;
                    city.blocks[x, z + 1].building     = building;
                    city.blocks[x + 1, z + 1].building = building;
                    block.building.gameObject.isStatic = true;
                }
                else if (block.building == null && !block.isAvenue)
                {
                    SimpleBuildingGenerate(block);
                }

                block.size = new Vector3(1, block.building ? block.building.localSize.y : 0, 1);
            }
        }
    }